Customer Stories

Catch up with the game developers, VFX artists, CG artists, and studios who make games, films, visual effects, design projects and AR/VR experiences.

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How Rising Sun Pictures left its mark on "Thor: Ragnarok"

Over a period of 18 months, Australia’s Rising Sun Pictures (RSP) provided some 170 special effects shots for "Thor: Ragnarok," helping to make it one of the most critically and commercially successful movies of 2017. From character modeling to creature creation and set design, they helped shape Thor’s visuals from pre-production through to the final cut. RSP’s CG Supervisor, Hubert Maston, talks us through their work on the film, the challenges they faced, and the tools they used to pull it all off.

Co-director of ad agency and creative collective Flavor, Brian Higgins tell us about breaking away from the small screen with a dark, funny and very bloody feature film.

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Double Negative on the VFX of "Thor: Ragnarok"

The rising popularity of the superhero movie has brought consistent work and fresh new challenges to VFX studios. When Marvel needed some last-minute help constructing alien environments for Thor: Ragnarok, they approached London-based Double Negative – already well-known for their work on Inception and Interstellar, as well as a previous Thor movie, trusting them to get the job done well and on time. We spoke with Double Negative’s VFX Supervisor Stuart Lashley, their DFX Supervisor Artemis Oikonomopoulou, and their VFX Producer Jenny Basen about their work on the film, from the challenges they faced to the solutions they improvised.

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How we made it: Long Winter Studios' 10 facts on "Wall of Death"

To celebrate the release of Maya 2018, Long Winter Studios crafted the short film “Wall of Death,” featuring the best of Maya’s animation and modeling workflows. Here’s a peek at what inspired them and powered them through the process, from concept to final renders.

"Icarus" is a project that we wanted to make not only to tell a story that spoke to us but also to challenge ourselves technically. Because of this, we loaded the film with scenes and requirements that really tested us.

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GameDev Ep. 47->observer_

This week we talk with Wojciech Piejko, Lead Game Designer, Dominika Stala, also a Game Designer, and Sebastian Spluzka, Environment Artist from Bloober Team. The team chats with us about their new Cyberpunk Horror game, >observer_, including the game design process, their thoughts on the cyberpunk genre, and the basic workflow between design teams and art teams.

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My journey to "Blade Runner 2049"

VFX Supervisor, Richard Hoover shares details his background, his history with the "Blade Runner" franchise, and how Framestore pulled off some of the most visually compelling shots filmgoers have yet to see.